Siyokoy
Siyokoys are eel-like aquatic creatures often mistaken for merfolk by sailors. On closer inspection, however, siyokoys' appearance might make one question the vision of said sailors, for apart from their humanoid arms, siyokoys are very much creatures of the sea.
Two primary species of siyokoys exist, although both are essentially identical as far as game statistics are concerned. The most commonly encountered siyokoys are those that dwell amid the caves and crags of coral reefs in relatively shallow oceanic waters. These siyokoys tend to have colorful patterns on their flesh to mimic the riot of hues the typical coral reef displays. Reef-dwelling siyokoys are fond of decorating their lairs with particularly strange or colorful specimens of coral, especially when such marine growths encrust sunken treasures.
A siyokoy variant that is encountered less frequently dwells in the deeper abysses of the ocean, far below the limits of the sun's ability to light. These siyokoys are darker colored, and they tend to be darker in personality as well. Whereas those dwelling in the bright, sunlit environs of a coral reef might be capricious or playful, those who dwell in the dark, vast deeps of the sea are often morbid, morose, and even sadistic. Most evil siyokoys dwell in such lightless, forgotten reaches of the world's oceans.
Regardless of where they dwell, siyokoys adore shipwrecks and long-forgotten ruins claimed by the oceans. Exploring these relics and recovering strange and wondrous treasures is what most siyokoys live for, and a siyokoy's lair is often decorated with the results of these scavenging expeditions to sunken ships and flooded cities. Strangely, siyokoys avoid making their lairs amid such ruins, mostly out of a strange superstition the creatures share about these areas—it is not lucky, say siyokoys, to sleep in a place where air breathing creatures have drowned.
A siyokoy is 7 feet long and weighs 200 pounds.
- HP
- 136 (13d8+78)
- AC
- 26, touch 16, flat-footed 20 (+5 Dex, +1 dodge, +10 natural)
- Speed
- 30 ft., swim 60 ft.
- Init
- +5
- Melee
- bite +18 (1d6+9/19-20 plus grab), 2 claws +18 (1d6+9), tail slap +14 (1d6+4 plus stunning shock)
- Space
- 5 ft.
- Reach
- 5 ft. (10 ft. with tail slap)
- BAB
- +9
- CMB
- +18 (+24 grapple)
- CMD
- 34 (36 vs. grapple)
- Fort
- +10
- Ref
- +9
- Will
- +10
- DR
- 10/slashing
constrict (2d6+4)
Stunning Shock — A siyokoy can emit a strong electrical charge from its tail. When it hits a creature with its tail slap, the attack deals 3d6 points of electrical damage and the target must succeed at a DC 22 Fortitude save or be stunned for 1d4 rounds. The save DC is Constitution-based.
Swim-By Attack — Extremely quick in the water, a siyokoy gains Spring Attack as a bonus feat when swimming.
Alertness, Dodge, Improved Critical (bite), Improved Grapple, Power Attack, Stealthy, Weapon Focus (tail slap)
<p class="stat-block-1"> You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>
<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
<p class="stat-block-1"> You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Disable Device +16, Escape Artist +7, Intimidate +9, Knowledge (geography) +10, Perception +22, Sense Motive +4, Stealth +25, Survival +16, Swim +25
- Type
- Aberration
- Alignment
- N
- Size
- Medium
- Environment
- any ocean
- Organization
- solitary, pair, or bed (3-12)
- Treasure
- double
- Senses
- blindsight 60 ft., darkvision 60 ft., scent; Perception +22
- Languages
- Aquan
- Source
- Bestiary 3
-
Uses feat: Alertness (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Grapple (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Stealthy (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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